OK adding to the House-rules on the Force and also adding a GM Sections...
FORCE TECHNIQUES
Force Point Recovery: Once between long rests, you can spend an Action and regain 1 spent Force Point that you had recently used (not before your last long rest though). You can take this technique more than once, allowing you to regain additional spent Force Points (as above).
Force Power Mastery: You gain Advantage when activating one Force Power that you know. You can take this technique more than once, applying the mastery to a different known power.
Improved Force Trance: At the end of 3 consecutive hours you regain one additional Hit Dice (that you can immediately spend) and each Hit Dice you spend during this rest ads ½ (round down) your level to the total hit points healed..
Improved Move Minor Object: You can now move a small item well enough to use it in combat. You may take an Attack action and attempt to strike any target within 30 meters, rolling your Charisma (Use the Force) skill verse the target’s Reflex Defense. If you succeed your attack does 2d6 + your Wisdom or Charisma modifier in bludgeoning damage (counts as a ranged attack).
Improved Sense Force: It only requires a Bonus action (instead of an action) when attempting Charisma (Use the Force) skill to sense other active Force Users.
Improved Sense Surroundings: Is now a free action, allowing you to make an attempt every round that you wish. Also, while ‘active’ your Passive Perception does not suffer from obscured conditions listed under Sense Surroundings.
Improved Telepathy: Whenever you use telepathy you have Advantage with your Charisma (Use the Force) check.
FORCE SECRETS
Devastating Power: When using a Force power that deals damage, you can spend a Force Point to increase the power’s damage dice by 50% (round up, minimum +1d).
Distant Power: When using a Force power that has a range expressing in meters, you can spend a Force Point to multiple the range by 10 (if you have Force Boon or Strong in the Force you can spend two to increase the range to anywhere in the same star system). This Force Secret does not remove the ‘sight’ requirement.
Quicken Power: You can spend a Force point on any power that requires an Action to make it require a Bonus action instead. If it requires a Bonus action a Force point means that it is a free/no time action.
Shaped Power: You can spend a Force point and double the area-of-affect in meters and you can shape it such that it does not affect a number of targets in the area of your choice equal to your Wisdom score (minimum 1).
And adding at the very end…
GM SECTION
Creating Non-Heroic characters, Creatures and Constructs.
NONHEROIC CHARACTERS
Game Rule Information
Hit Dice: at each level non-heroic characters gain 1d4 hit points + constitution modifier.
Force Points: Non-heroic character do not gain Force Points
PROFICIENCIES
Armor and Weapons: Simple Weapons plus one either of Martial Weapons, Pistol, Rifle, Heavy Weapons, or Light Armor
Skills and Tools: Any two of choice
Backgrounds: gain only ONE of the skills, tools and/or languages normally granted fror a basic backgrounds (for Droids use their Degree as their background and only gain one of these).
Non-Heroic characters gain normal Proficiency bonuses for their level, Feats (at 1st, 3rd, 5th, etc.), and Attribute bonuses (at 4th, 8th, etc.) as normal.
Non-Heroic character have 16 points (13 points for Droids) to assign to attributes, as there are no standard templates, although if you want to assign one use the following – 12, 12, 12, 10, 10, 10 (or 12, 12, 11, 10, 10 for droids).
BEASTS AND CONSTRUCTS (DROIDS)
Use the rules Size (pg. 274) from Saga for attribute modifiers but from 5th ed. for the Hit Dice type. Also see Houserules above for Damage Threshold updates. Stealth modifiers are ½ (round up) the listed bonus or penalty.
Use the rules for Natural Armor (very dependent on the individual creature) and Natural Weapons (see size for base damage based on the creature’s size. This is for ‘base’ attacks. Predator creatures can increase the die type of these attacks by at least one (some fearsome or alpha predator should increase the amount by two dice steps).
Species Traits
Airborne: creatures have advantage on Dexterity (Initiative) skill checks.
Aquatic: creatures cannot drown in water. Also they have advantage when using Strength (Athletics) skill checks when swimming. Furthermore, if this skill check is a 9 or less, the creature treats these rolls at if they rolled a 10. They also gain Low-Light Vision (see Species notes about)
Arctic: creatures have advantage on Wisdom (Perception) and (Survival) skill checks but only in cold/artic environments.
Desert: creatures have advantage on Wisdom (Perception) and (Survival) skill checks but only in hot/desert environments.
Subterranean: creatures have advantage on Wisdom (Perception) rolls. They also have darkvision minimum of 60 meters.